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General Tabletop Discussion
*Dungeons & Dragons
The Value of Being Factionless
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<blockquote data-quote="kalani" data-source="post: 6760139" data-attributes="member: 88085"><p>I agree. While the factions may have put their differences aside for the purpose of defeating a greater evil - they still have their own secret agenda's, and would be more than willing to get ahead politically if the opportunity presents itself. The Zhent for example, might send their agents on missions to recover weapons, equipment, or magic items which would increase their power - something the harpers would want to prevent. Likewise, one faction might want to rescue a prisoner or defector, while another might seek to eliminate them in order to tie up loose ends.</p><p></p><p>Unfortunately, while having faction assignments which put two factions at odds is in keeping with the factions - it wouldn't play out well at the table and would likely result in open conflict between PCs. Perhaps a better solution would be to have the PCs aid an NPC to complete some secondary objectives, without explaining any details. On the surface, these secondary objectives seem innocuous (bribe a guard here, destroy some weapons there), but at the end of the adventure - something should occur which shows how instrumental to a major plot those objectives were - such as a raid on a rival factions stronghold by unaffiliated mercenaries (plausable deniability). </p><p></p><p>Likewise, there should be missions that are more difficult if members of X, or Y faction are openly present (or known) to be in the party - such as an adventure in which the party must enlist the aid of a Harper agent might cause the DC of all charisma checks to increase by 5 if there are Zhentarim in the party, while Zhent's make their checks at disadvantage. Should the party fail to enlist the aid of said individual, the mission becomes that much harder, as they lack a key advantage to overcome a single specific obstacle.</p><p></p><p>Other missions might involve the Emerald Enclave seeking to protect a grove, which is upsetting the Lords Alliance and Order of the Gauntlet as they plan on building a military outpost to defend the city there as it occupies a key strategic location, the grove itself also acting as a point of weakness allowing enemy forces to come very close to the city walls without detection. Which side does the party aid? Such a mission should have three outcomes; one favoring each faction, and one in which both factions come to a compromise but at the expense of some adventure rewards (magic items, renown, etc).</p></blockquote><p></p>
[QUOTE="kalani, post: 6760139, member: 88085"] I agree. While the factions may have put their differences aside for the purpose of defeating a greater evil - they still have their own secret agenda's, and would be more than willing to get ahead politically if the opportunity presents itself. The Zhent for example, might send their agents on missions to recover weapons, equipment, or magic items which would increase their power - something the harpers would want to prevent. Likewise, one faction might want to rescue a prisoner or defector, while another might seek to eliminate them in order to tie up loose ends. Unfortunately, while having faction assignments which put two factions at odds is in keeping with the factions - it wouldn't play out well at the table and would likely result in open conflict between PCs. Perhaps a better solution would be to have the PCs aid an NPC to complete some secondary objectives, without explaining any details. On the surface, these secondary objectives seem innocuous (bribe a guard here, destroy some weapons there), but at the end of the adventure - something should occur which shows how instrumental to a major plot those objectives were - such as a raid on a rival factions stronghold by unaffiliated mercenaries (plausable deniability). Likewise, there should be missions that are more difficult if members of X, or Y faction are openly present (or known) to be in the party - such as an adventure in which the party must enlist the aid of a Harper agent might cause the DC of all charisma checks to increase by 5 if there are Zhentarim in the party, while Zhent's make their checks at disadvantage. Should the party fail to enlist the aid of said individual, the mission becomes that much harder, as they lack a key advantage to overcome a single specific obstacle. Other missions might involve the Emerald Enclave seeking to protect a grove, which is upsetting the Lords Alliance and Order of the Gauntlet as they plan on building a military outpost to defend the city there as it occupies a key strategic location, the grove itself also acting as a point of weakness allowing enemy forces to come very close to the city walls without detection. Which side does the party aid? Such a mission should have three outcomes; one favoring each faction, and one in which both factions come to a compromise but at the expense of some adventure rewards (magic items, renown, etc). [/QUOTE]
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